#version 450

layout(location = 0) in vec3 inPos;
layout(location = 1) in vec3 inNormal;
layout(location = 2) in vec3 inTangent;
layout(location = 3) in vec3 inBitangent;
layout(location = 4) in vec2 inTexC;

layout (location = 0) out vec3 outPos;
layout (location = 1) out vec3 outNormal;
layout (location = 2) out vec3 outTangent;
layout (location = 3) out vec3 outBitangent;
layout (location = 4) out vec2 outTexC;

layout (binding = 0) uniform UBO 
{
	mat4 proj;
	mat4 view;
	mat4 model;
} ubo;

void main() 
{
	gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPos, 1.0);

	outPos = vec3(ubo.model * vec4(inPos, 1.0));

    outNormal = vec3(ubo.model * vec4(inNormal, 1.0));
    outTangent = vec3(ubo.model * vec4(inTangent, 1.0));
    outBitangent = vec3(ubo.model * vec4(inBitangent, 1.0));

	outTexC = inTexC;
}
